361,233 research outputs found
La celebridad deportiva como intermediario e instrumento cultural de derechos fundamentales e igualdad étnica-racial. Un estudio de la campaña corporativa “common thread”, publicada por la marca deportiva Nike en instagram
Corporate brands play a social role through the discourses they broadcast on their social
media. The sports celebrity acts as a cultural intermediary and communicating instrument in
the value system that the brand brings together in defence of social, cultural and ethnic
diversity (Turner, 2004; Erdogan, 1999; Marshall, 1997).
From this perspective, the aim of this proposal is to detect the socio-cultural elements that
articulate the discourse constructed by the Nike sports brand in defence of racial and ethnic
equality in sport.
Methodologically, the content analysis approach is adopted (Krippendorff, 2013).
The data consists of 3 short films that make up a campaign created by the sports brand Nike
called "Common Thread". The criterion for their selection was the discursive projection that
the brand emits in favour of socio-cultural equality on Instagram.
In order to define the model of analysis, the classical studies of Greimas (1976) and
McCracken (1989) is taken as a starting point.
The results show that the brand manifests itself on social media as a social agent that
promotes equality and racial-ethnic rights for the black sports community through sport and
culture
Improving BitTorrent's Peer Selection For Multimedia Content On-Demand Delivery
The great efficiency achieved by the BitTorrent protocol for the distribution
of large amounts of data inspired its adoption to provide multimedia content
on-demand delivery over the Internet. As it is not designed for this purpose,
some adjustments have been proposed in order to meet the related QoS
requirements like low startup delay and smooth playback continuity.
Accordingly, this paper introduces a BitTorrent-like proposal named as
Quota-Based Peer Selection (QBPS). This proposal is mainly based on the
adaptation of the original peer-selection policy of the BitTorrent protocol.
Its validation is achieved by means of simulations and competitive analysis.
The final results show that QBPS outperforms other recent proposals of the
literature. For instance, it achieves a throughput optimization of up to 48.0%
in low-provision capacity scenarios where users are very interactive.Comment: International Journal of Computer Networks & Communications(IJCNC)
Vol.7, No.6, November 201
Holaaa!! Writin like u talk is kewl but kinda hard 4 NLP
We present work in progress aiming to build tools for the normalization of User-Generated Content (UGC). As we will see, the task requires the revisiting of the initial steps of NLP processing, since UGC (micro-blog, blog, and, generally, Web 2.0 user texts) presents a number of non-standard communicative and linguistic characteristics, and is in fact much closer to oral and colloquial language than to edited text. We present and characterize a corpus of UGC text in Spanish from three different sources: Twitter, consumer reviews and blogs. We motivate the need for UGC text normalization by analyzing the problems found when processing this type of text through a conventional language processing pipeline, particularly in the tasks of lemmatization and morphosyntactic tagging, and finally we propose a strategy for automatically normalizing UGC using a selector of correct forms on top of a pre-existing spell-checker.Postprint (published version
A taxonomic proposal for multiliteracies and their competences
The aim of this study is to analyze information and communication competences and their alphabets, both of which are necessary for effective knowledge-based content management. The evolution of the associated specialties or techniques, i.e., literacies, which have emerged to address this task more effectively are considered. The hypothesis that a taxonomic model can be used to order and coordinate literacies, in combination with an application metamodel within the framework of the Voremetur research project, was investigated. The methodology used to complete this analysis adopts an evolutionary approach comprising: (1) a first divergent phase describing the era of literacies and multiple literacies, in which field-specific competences and tools prevail; (2) a second convergent phase of information and digital literacy, whose associated competences become the targets of knowledge; and (3) a third divergent phase, based on multiliteracies, as a consequence of Big Data and its effects, to address which data literacy, together with "digital competences" emerged as new and complex ways of processing web content. Based on this premise, the classifications introduced by Bawden, Stordy, Secker & Coonan, and Mackey & Jacobson are proposed as a taxonomic model, using the metamodel definition from the Voremetur project. This results in the proposal of a multiliteracy including implementations that range from visual literacy and new media literacy, strategies for the selection of keywords as taxonomic labels, semantic control to define taxonomic categories, to a metamodel definition based on the categories obtained in the taxonomy. The development of the metamodel is presented through a program oriented at higher education within the framework of academic literacy, as a means for incorporation into curricula, including a definition of its paradigmatic and conceptual framework, the factors relevant to its programming and instructional design, educommunication as a didactic methodology approach, and digital educational objects as didactic materials, followed by an appropriate evaluation.This article is a result of the project "Vocabularies for a Network of Media Art Archives and Collections and its effects: Metaliteracy and Knowledge Tourism" (HAR2016-75949-C2-1-R) funded by the Ministry of Economy and Competitiveness of Spain
Internet gaming disorder as a formative construct : implications for conceptualization and measurement
Background. Some people have serious problems controlling their internet and video game use. The DSM-5 now includes a proposal for ‘Internet Gaming Disorder’ as a condition in need of further study. Various studies aim to validate the proposed diagnostic criteria for Internet Gaming Disorder and multiple new scales have been introduced that cover the suggested criteria. Approach. Using a structured approach, we demonstrate that Internet Gaming Disorder might be better interpreted as a formative construct, as opposed to the current practice of conceptualizing it as a reflective construct. Incorrectly approaching a formative construct as a reflective one causes serious problems in scale development including (a) incorrect reliance on item-to-total scale correlation to exclude items and incorrectly relying on indices of inter-item reliability that do not fit the measurement model (e.g., Cronbach’s α) (b) incorrect interpretation of composite or mean scores that assume all items are equal in contributing value to a sum score, and (c) biased estimation of model parameters in statistical models. Implications. We show that these issues are impacting current validation efforts through two recent examples. A reinterpretation of Internet Gaming Disorder as a formative construct has broad consequences for current validation efforts and provides opportunities to reanalyze existing data. We discuss three broad implications for current research: (1) Composite latent constructs should be defined and used in models, (2) Item exclusion and selection should not rely on item-to-total scale correlations, and (3) Existing definitions of Internet Gaming Disorder should be enriched further
VCU Media Lab
We propose the establishment of a VCU Media Lab – a professional creative media technology unit whose mission is to support the development, design, production and delivery of innovative media, multimedia, computer-based instruction, publications and tools in support of VCU education, research and marketing initiatives. This centrally administered, budgeted and resourced facility will acknowledge, refine, focus and expand media services that are currently being provided at VCU in a decentralized manner
Analyzing Peer Selection Policies for BitTorrent Multimedia On-Demand Streaming Systems in Internet
The adaptation of the BitTorrent protocol to multimedia on-demand streaming
systems essentially lies on the modification of its two core algorithms, namely
the piece and the peer selection policies, respectively. Much more attention
has though been given to the piece selection policy. Within this context, this
article proposes three novel peer selection policies for the design of
BitTorrent-like protocols targeted at that type of systems: Select Balanced
Neighbour Policy (SBNP), Select Regular Neighbour Policy (SRNP), and Select
Optimistic Neighbour Policy (SONP). These proposals are validated through a
competitive analysis based on simulations which encompass a variety of
multimedia scenarios, defined in function of important characterization
parameters such as content type, content size, and client interactivity
profile. Service time, number of clients served and efficiency retrieving
coefficient are the performance metrics assessed in the analysis. The final
results mainly show that the novel proposals constitute scalable solutions that
may be considered for real project designs. Lastly, future work is included in
the conclusion of this paper.Comment: 19 PAGE
Student Engagement: The Effects of Goals, Personality, Relations, and Society
Undergraduate
Applie
Fostering the reduction of assortative mixing or homophily into the class
Human societies from the outset have been associated according to race, beliefs, religion, social level, and the like. These behaviors continue even today in the classroom at primary, middle, and superior levels. However, the growth of ICT offers educational researchers new ways to explore methods of team formation that have been proven to be efficient in the field of serious games through the use of computer networks. The selection process of team members in serious games through the use of computer networks is carried out according to their performance in the area of the game without distinction of social variables.
The use of serious games in education has been discussed in multiple research studies which state that its application in teaching and learning processes are changing the way of teaching. This article presents an exploratory analysis of the team formation process based on collaboration through the use of ICT tools of collective intelligence called TBT (The best team). The process and its ICT tool combine the paradigms of creativity in swarming, collective intelligence, serious games, and social computing in order to capture the participants’ emotions and evaluate contributions.
Based on the results, we consider that the use of new forms of teaching and learning based on the emerging paradigms is necessary. Therefore, TBT is a tool that could become an effective way to encourage the formation of work groups by evaluating objective variable of performance of its members in collaborative works.Postprint (published version
Indonesian Innovations on Information Technology 2013: Between Syntactic and Semantic Textual Network\ud
Network and graph model is a good alternative to analyze huge collective textual data for the ability to reduce the dimensionality of the data. Texts can be seen as syntactic and semantic network among words and phrases seen as concepts. The model is implemented to observe the proposals of Indonesian innovators for implementation of information technology. From the analysis some interesting insights are outlined
- …